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I recently had the fantastic idea to cut the player model into three separate things, allowing it to have lots of different weapon, armor and appearance choices, including dual weapons and stuff.
Thus, I also had the idea to cut the six basic classes I had before into twelve, where you still have six basic classes but you can choose (via Skill selection screen) between two different skill sets and weapons for each class, where your skills alignment determines which weapon you will be using.
Basically as it follows...
* Warrior: Enforcer (Big sword) / Slayer (Dual swords)
* Rogue: Hunter (Dagger) / Assassin (Dual knives)
* Ranger: Sentinel (Bow) / Shooter (Dual guns)
* Mixed: Inspector (Rapier) / Caster (Scepter)
* Wizard: Sorcerer (Staff) / Warlock (Magic sword)
* Tanker: Knight (Sword + shield) / Defender (Poleaxe)
More info coming soon!
The first Demo for Jk: Gunrunners is out!
Features the main character stats, 4 basic skills and one class (Enforcer) with 5 skills, along with the new HUD and hotkeys.
Please go to the forums to ask any questions, suggestions, ideas and comments.
The main feature in this Mod is the Classes system. Classes can be chosen on the character creation menu (on MP, don't know how to do it on SP), where you originally pick the saber color.
There are 6 classes to choose from. Each class has a different weapon, gameplay style, skills and attributes (defense, MP regeneration, Stamina regeneration).
Unlike most of other JK mods with a Class system, in JkGR, the character class will not be a "passive" thing (it can be turned on/off), nor it will limit the weapons/powers you can use. The chosen class can be activated in-game, by a hotkey.
While your class isn't activated, you will have your basic weapon selection, choosing from 8 guns (pistols, rifles, rocket launchers) and two melee weapons (Fists and Saber. I have no idea what to do with the saber!).
To activate your Class, you'll need Unholy Points. There are three ways to get Unholy Points: by picking up a Unholy Shard (Battery power-up), by fighting (taking damage), or just waiting until it fills up by itself, although it fills a lot faster when fighting. Your Unholy Points bar will fill faster depending on your Unholy Senses (Force Sense) skill. On the interface, the Unholy Points bar replaces the Battery meter.
When your Unholy Points bar reaches the maximum (200), it will become brighter, which means you can activate your Class, becoming the ultimate Killing Machine.
While the Class is enabled, your Unholy Points will be consumed. If it reaches zero, your character will turn into the basic non-classed character again. To stop the Unholy Points bar from decreasing, you must not stop fighting.
Your Light/Dark alignment will determine if, when activated, your Class will be a Gunrunner (good guy, uses Dark powers) or a Holy Agent (bad guy, uses Holy powers). Your alignment determines your look (when the class is enabled) and your skills.
I would like to explain some of the features in this Mod. While at first, this mod will look like nothing more than another random weapons mod, it is, actually much more than that. Okay, not that much. Here are some special features in JK: GR, which will be explained later:
- New Weapons, including the Sniper Rifle, the Rocket Launcher, and the Pwn-Class Heavy Concussive Cannon
- A brand new Class System, where you can choose your favorite class to fight as
- New Power-Ups, including Extra Life, which allows you to rise again at the same spot and with the same items after being killed
- New Skins, including games/movies/anime characters
- New Powers, which will change depending on your class
This is a mod I've been working for some time, but only now I decided to take it to another level. I started this mod when I lost my video card, so I wasn't able to edit my current project at the time, TFW. For that reason, all textures in this mod are 8Bit, so it can be played perfectly with video cards that don't support 3D acceleration on JK.
While making this mod, I'm learning to do stuff I wasn't able to do before, and some of them were never actually seen on JK, giving it a even better feel and gameplay. If you are interested, or have any opinion, comment or ideas, please, let me know at the forums.
After some testing on my newly discovered color effects, it seems that using any value below -0.1 would turn your screen into negative, where -1 would be the perfect negative form. Values between -0.006 and -0.09 would highly saturate colors, where in values near -0.09, colors will also be turning into negative, but not as effective as the negative seen when value is set to -1.
> Edit: This effect only works without 3d Acceleration - otherwise, you get a pitch black image. <
Don't know if anyone has ever seen something like this in JK before, but it's surely the first time i've seen this.
Accidentaly, I've twisted JK's colormap, making it look like a negative image, just using a simple Cog phrase: newColorEffect
Apparently, you can mess with this by changing the last parameter to a negative value.
I can't run JK with 3d Accel, so I can't tell if this works on 16bit.
I just found out why the latest version of TFW didn't work without 3D Acceleration. I'm currently working on a full 8-bit version of TFW, for those who can't run JK on 16bit. (like me)
I've found a HD, not sure if it's the one with TFW. Just going to take a shower before I try.
Okay, I've been away from tFW for a while, and I just can't stand spending so much time away from it, and I want to let you all know what's new on the oncoming version of tFW. So when I get home I'll post here the best news about TFW.
I just finished the second version of my "Gunrunners" mod, a simple real-life-guns mod that I'm workin on.
Got JK back, I'm still without TFW, but no worries, I'm sure I'll find it :x
My video card isn't working anymore, so I can only play JK without 3D acceleration. I'll keep modding a smaller project of mine, JK Gunrunners, until I get TFW again.
Sorry for being out for so long.
I lost my HD, which was with the newest version of TFW. From now on, I'm back to JKHUB, and if I have any new ideas, or any news about TFW, I will inform to you, until I find my HD and get back at editing.
after some time thinking, i got an idea about making different types of saber: Lightsaber, Vibroblade, Saber Staff, Vibro double-blade, Dual Lightsabers and Dual Vibroblades. All those weapons will be available in TFW, and you will be able to select them trough the Saber Selection menu, while you create your MP character. All of them will use the same weapon number (default saber) and have different effects and moves.
I Released a new version of the mod, but it have waaay too many bugs, just released for the players to see how is it going...
Well, sorry to everyone for the time i've been away from JKHub, coz i just got a new PC...
I was very happy with the Computer, coz in my old PC i couldn't even play JK3, but when i started playing, i saw that even being newer, is worse than JK, so... I'm back.
Uploaded another one. Force powers are 100 times better, some new sounds from JA and JO, Trigger cog done, so now you can use blasters w/ wall marks in MP, fists are not that useless now; now you can use several new moves :)
Okay.... it's uploaded... get it, if you want
just Released...nothing special. Just some new effects, wall marks, new (but VERY temporary) lightsaber, wall marks, new weapon models, wall marks.. :)
I wish you guys a Happy new year!! thanks for the attention from everybody, thanks to the Massassi and JKHub staff,
The new version is released. While downloading, i recommend reading "Description", for get the most of this mod. The are LOTS of new things in this version, wich is impossible to list them here :)
In the next version, the custom crosshair option will be ENABLED, so you can choose a crosshair to use while playing.
NOTE: You can still use the default Jk Crosshair.
Most of the models remodeled and retextured, evasion working again... and blah, blah, blah... :P
Headshot is working, Rifle Scope needs some improvements. If you get killed while using scope, you must select the rifle (8) and use secondary fire, because the scope will not be 'disabled' if you die.
+New Features:
-Works in MP
|-New features
|-Stupid BM removed
|-Blood ON/OFF
|-Items Retextured
-A lot of other things
Also, some models are changed: Indy don't use a 'skirt' anymore and the whip model is better, but isn't moving yet.
News:
- 'non-sprite' Bulletholes: Thanks to Slaw
- New animation: Now, the character holds the gun with two hands
- New weapon: Rifle: You must reload after 5 shots. Two times stronger the the 9mm, low fire speed
- Indiana Jones foot is right on place
- Whip is still a broom O.o
My first mod -.-" The name is BloodyMess, it's weird, because you can explode the Nar Shadaa's bartender into gibs O.o
Yes! i've got the Infernal Machine model working... but not exactly as i wanted... and i'm still working on the whip.
Cause i'm not satisfied with this... The weapons don't work in MP and if you get killed in SP you can't go back! :|
The mod "Dark Jedi in SP" avaible in massassi.net. This is only a update made by me, now the colormap don't crashes. But all the credits still goes to "The Vertigo", the creator of the mod.
headshots are fun, but...
Headshots
Goods: Very fun, when you aims to the head of a enemy... *POW!* -"Ouch! This hurts!"... so... AIM FOR THE HEAD!
Bads: No blood effects/explosion sprite
Bullet Holes
Goods: A high quality, non-sprite bullet hole. Adds a cool realism
Bads: No headshots :(
So, i will try simply to use the two things! Bullet holes and head shots!
Bullet Hole and Headshots
Goods: Lots of fun with headshots, lots of realism with bullet holes!
Bads: N/A :D
I've made the test of the headshots, so, probably will be featured in this mod... but now that's bad... the bullet holes and blood effects aren't working anymore! :(
*aims to a nazis head* -"You says, 'Ouch, this hurts!' "
I'm still working on the new whip and the enhanced models, at now, i only have a 'semi-jke' Indiana Jones model... i'm increasing the damage of the weapons, working on bulletholes, and after i playing PwP2 (Power Weapons Pack 2.0) i've watching for that thing... Headshot... That's simply c00l! So, in the "coming soon" version it may feature the Head Shot.
Sorry, people! I was working in another project (Indiana Jones) and i let the Clone Wars away... So, i've finished the 'really' newest version, that you can play with my character, there are some ORIGINAL Dark Forces sprites, Enhanced defense animations, Butterfly Attack (yeah, that one from JA) and some other cool things! Enjoy!
I find in my HD a canceled project of a Lineage 2 TC! Send me a message if you play this game! :D
Thanks for the help, people! the newest version is avaible to download right now, with a new Blaster rifle, with glow effects to the blasters, new water mats (again!)
and much!
Just a few changes, next time, i will try to use JKE models in this mod... i was almost submiting, i've made a gob and zipped it, i started to submit it, and while it uploads, i was playing, but the weapons/force powers wasn't workin... it have stop to work after i put all files into the GOB... and i was using JKGob to create the gob, because when i use ConMan, the file name bugs, can anyone tell me why i can't use weapons? :(
Not too much, only that now, you can play as Aayla Secura, the Twi'lek Jedi and the creator of all: George Lucas!
Characters that i will add later: Nelvann, Mutated Nelvann, Nelvannian Sage, Kid Boba Fett, Volviff Moon, Jedi Kid, Coleman Trebor, Quin-Lan Vos and Geonosians.
Submited now a newest version! No more a Vicious Force Push that is 1-hit-kill to all: now with force Telekinesis you can control smaller objects, and now, with force Mind Trick, you will force the enemies to stay in place! don't move! don't move =D
I've submited a new version.. go get it!
Now: Target Lock (replaces field light)
new water graphics
new destruction sprite
and other things...
A Mod of The Clone Wars series. Not really a mod, i'm a newbie editor, so i have used some things from other mods, as the GCW: Sabers, hood/robe/duel, some skins, and the HUD(Thanks TIE for that), the Saber Battle X: evasion, some skins(Thanks to ShadowX), Sith Sabers: Actor cogs and just that, M.A.C.: Weapon 9 and 6 cogs, weapon 8 3do(Thanks to EAH_Cl0wÑ), some Al's skins, the full Clone Wars Skinpack(Thanks to Diego and Kievan) Lama Su (thanks for Andrew Archer), and i've used the JK Advanced blaster effects. Thanks too for the creators of: JOKE, Force Remap, Puppet Jedi and CogWriter. Hope you like it! 'c'
